Valve mentions new classes, new game modes, and incoming class updates

The Escapist had an article saying Valve was getting ready to release the scout class updates, that the idea of a new class joining our beloved nine was not totally out the window, and possible new game modes will be coming to Team Fortress.

Though there are still six more classes to upgrade, the release of an eventual new class isn't out of the question. Rumors of a possible 10th class teased in an Easter Egg found in the first mission of Left 4 Dead set players abuzz. Walker says they haven't made any decisions about adding new classes yet, but that doesn't mean they're not considering them. "We've got several new class designs floating around, some of which we like a lot, but right now we're focusing on the broadening of our existing classes through the addition of the unlockables," he says. In the meantime, the weapon selections offered through the upgrades have created subclasses that let players specialize in certain tactics, such as using the Pyro's Backburner flamethrower to ambush opponents.

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Valve also hints that some of the current class abilities have outlived their usefulness. It specifically mentions the spy's disguise. Noting that this only fools newcomers and hardly every works.

As work continues, Valve is also slowly chipping away at a laundry list of problems that crop up over time between the character classes. Among other large-scale issues on the agenda, Walker says the Spy's disguise has nearly reached the end of its lifetime. Over time, average players have become much better at detecting and dispatching disguised Spies, making the ability pretty useless for all but the sneakiest of players.

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It also mentioned the engineer's sentry gun. They want to incorporate something that is not too easy for veteran players, and not too difficult for newbies.

Additionally, Walker feels the Engineer's sentry guns have become "too binary." They're highly lethal to some players and wholly ineffective against others. Sentry guns are also easily dispatched by skilled players, leaving Engineers with little recourse. Keeping a delicate balance is important, as is adjusting problems that arise from the way players utilize the different abilities of each class in the game.

The new class sounds like intentional rumour generating for the sake of creating buzz, but I guess you never know. Still, interesting article. I was just thinking the other day about how spies almost never get the jump on me anymore because watching for them has just become second nature. Very nice to hear about the "very different" gameplay mode, and the willingness to try "risky" new features. "Risky" may or may not translate into "good", but it pretty much guarantees they won't be boring or ordinary.

The Spy disguise may be losing its effectiveness, but I don't think the Spy class itself is becoming ineffective. They're still a huge nuisance to me, and even when I can detect them I still have the burden of killing them while my buildings are being sapped to death.

That might be the key to making the disguise more effective but retaining its purpose... Let the disguise show different weapons.

The thing I use most to catch spies is collision, though. I'm always trying to walk through people I suspect. That's the kind of thing I wonder if they would ever change. If spies could walk through opponents (but not sentries) that would give them a notable advantage.... not one I want them to have, though.

Honestly I don't have problems with people second-guessing my disguise. As long as you're running the right direction and shouting 'Medic!' or 'Incoming!' they'll usually try to find the guy shooting you, which is when you backstab their fool backs. Booyah.

If you run up against Mr. I Never Get Tricked, just uncloak while standing on their head... or ignore them.